What aspect of consoles would limit your ability to change your weapon set in combat or restrict you to 8 abilities in combat?
I'm not a game dev, but it's not hard to notice what might have influenced their decisions. There are a lot of background computations and calculations that computers have to do, especially during combat that is so unpredictable. Even increasing or decreasing the framerate from 30 to 60 may mean that the devs would have to cut significantly on, say, graphic fidelity and AI sophistication, as explained far more eloquently and expertly by folks from Extra Credits in this video:
... if a framerate can affect the games on pretty profound levels, so do devices on which the games are designed.
Then there's the fact that the combat in DAI is different than in DAO - it's faster and more intuitive. Personally I prefer it that way - all the games I've played prior to DAI (games like Dragon's Dogma, ESO, Kingdoms Of Amalur - all RPGs) had a much faster, smoother combat that had a much better and satisfying flow than what I consider to be fairly anemic combat in DAO. No big, fun explosions can compensate the fact that the combat felt slow and stilted.
Most of them also had restricted amount of abilities I can use - KOA was far less restricted, but it also wasn't a party-based game. And Dragons Dogma is an absolute blast with only six active abilities. And while I don't necessarily laud restricted abilities in combat or wouldn't mind a slot or two, I can't help but liking strategic decisions as to what lands on my ability bar and which combo is most effective instead of having it clogged by abilities I oftentimes don't even use that much and have to spend a long time on pause in order to even find it.
A scene doesn't need to have a ton of NPCs to make for a good story (I loved the story of Telltale games such as TWD and The Wolf Among Us) and what technical limitation would possibly lead to a neutral personality that is not allowed to be extreme/evil/racist/selfish/fanatical/whatever?
I was providing an example (btw. both your examples are not really relevant to current discussion, because neither TWD or The Wolf Among Us are anywhere close to being big western RPGs with customizable heroes, nor are telling stories like theirs).
And come on - we both know that that there are SEVERE technical and financial limitations to making the game so big as to provide players with more pronounced personalities or choices. What console would run or even accommodate a game that would necessarily probably destroy their hard disk's capacity? The cutscenes, branching choices and voice files don't weight nothing you know.
Besides - Bioware has already experimented with more pronounced personalities with DA2. Turned out most people preferred less pronounced DAO ways, so they've returned to it (and personally I don't see a difference between DAO and DAI in terms of expressing one's personality, not under close examination)
You still get the same number of dialogue options as in SWtOR, DA2, or Mass Effect and those games DO allow for a more varied personality.
If I recall correctly quite a lot of people have complained that the restricted, but more pronounced dialogue options in those games basically forced them into playing two or three distinct set personalities there are, and if they chose to mix stuff up, most of the times their character came across as unhinged. Which I agree with - I prefer when I can mix and match between choices more - the effect is more subtle, but also more nuanced. I can be a hardass with a heart of gold underneath, or a devout Andrastian who sometimes can't contain their hedonistic, murderous streak, instead of just Paragon or Renegade.